 Okay, so we are almost done with the clumping part So what I want to do now is create another net box around the grass card itself. So we'll just call this grass card and Then let's just collapse both these guys. All right, so you could probably see how nicely this Wraps up function functionality for you. All right, just keeps your graphs nice and clean Keeps your sanity, you know, because you can get quite lost in some of these Houdini networks And so I I tend to try to stay organized as possible. Plus it also helps other people To understand what you're doing With your networks. Okay, so let's go and actually get these all bent So I want them to bend the base off of their current density value over here. Okay, so We know we have a point here All right, we know that this particular point here Has a density value that goes from zero to one. All right, so as we get to zero I want to have it bend a little bit more and as we get to one. I want it to be a little bit more straight Okay, so let's drop down a bend node here and we're gonna wire it in right after we do our UV transform Oh and inside of the UV transform here so instead of Dividing it by four I multiply it by a point two five because if we just take the width of our texture I just wanted to note this. All right, so if this is zero and this is one we divide it by four We get point two five and so to make our UVs, you know exactly perfect. We need to make sure that our card cross-section Line is also zero point two five and that basically makes a perfect fit So if I were to come back in here, you can see that all over UV shells now fit perfectly in Line if I were to turn on single pass here You can see that we're getting that Perfectly so awesome. So we're getting you know, our UVs automatically selecting a spot on the UV shell cool So let's focus on the the bend now. So I just want to basically put this guy in there All right, so let's just take a look at what we get when we bend, you know A certain angle and it's it's not doing anything right yet because we need to set up a couple parameters first All right, so our capture Direction is going to be one. Okay. We need to make sure that our It's just sitting directly. All right in the y direction and we need our up vector to be set to something like x or Z so I'm actually going to do the z direction so you can use these little lines to determine where it's going to bend So now if I were to bend this You can see that we're bending The grass blade accordingly. All right, so everything's working out perfectly for us So far to leave that just not you know a static value. You can see that we're starting to get You know a nice little grass club Pretty sweet All right, and we can go in and you know adjust our global Transform and that was actually in the other one. This is why we make HDAs So we don't have to search around for stuff So we can you know make different types of grass clumps now Pretty cool stuff, so I'm gonna keep kind of tight for right now I'm just I just like the look, you know And again another reason why we're gonna make an HDA out of this So basically when we come and just use this particular node all these properties will be up here So we won't ever have to dive into the node again cool All right, so let's jump back in and just get this finished up. So what I want to do I Mean you could leave it like that, you know, it's totally fine Or what we can do is we can pull off the information I really just want to show how to do this because understanding how to Grab data from other nodes, you know without them necessarily being hooked up to each other is a very crucial Component understanding Houdini. All right, this allows you and kind of freeze you up in terms of being able to create really complex systems And you know while this grass clump might seem simple. There's a lot of stuff that goes into it So I that's why I really wanted to make this little mini course Because I thought it would be a good exercise and you know making a real game asset So let's take care of this bend. So what we want to do is I want to basically get the current Density value. All right, so to do that all we need to do is say point So we're gonna use the point function and we need to tell it what which node we want to grab that point information from and in this Case we want that copy attributes node. All right, so this guy right here Okay, so I want to get the information from that node All right, and the attribute that I'm interested in is called density. So we type that in and I want the first component Cool, okay So And I also need to set a point number. So you notice if we mouse over this Let's actually do that and pull up our help information by hitting F1 on the keyboard. You can see that the Point expression function takes a surface node that where we want to get the information It needs a point number where we want to get the information from It wants the name of the attribute and then the index of that attribute So what I need to do is put in zero for this right here There we go All right, so you can see now we're getting very very subtle bend a bend a point two isn't gonna do us anything So what I want to do is I want to fit this now So I want to say fit zero one you can probably start to see how Often this fit function comes into in the play. So I want to say fit zero one and our minimum value So when we're at zero, I want the bend to be something like let's say 40 And when we get more towards one, let's do something like 15 All right, so we're fitting all that information. So there we go So let's go even more. Let's do something like point nine or let's do something like 90 And there we go, and let's do something like one just for the middle So now we actually have control over the spread. All right, we can promote these to our HDA once we get to that particular Section so this just gives you another level of control over your grass clumps All right, so you might notice that we also have this these little orange tips while it looks pretty cool We can control that in the texture So we don't necessarily need that and that's really just coming from this visualized falloff inside the bed So I'm gonna turn that off and that gives us a better look at what our grass clump is starting to look like All right, so pretty cool stuff All right, we can even go and randomize all this So if we just do a random I well you know, this might actually Kind of mess it up a little bit, but we don't want it to be so perfect Yeah, so it this messes it up a little bit We have to do a little bit more work to randomize the bend I'm gonna leave it just how I had it before just for this particular Course and I'll let you mess around with different ways of randomizing those particular values All right, so with that we now have our grass clump all done Okay, so I'm just gonna leave this guy inside of a net box But I'll leave this you know exposed because this is kind of the the main or final network in our thing So this is just going to be our for loop Like so and there we go So in the next couple of videos what we want to do is we want to get this particular Grass clump now Export it out to unity, but I also want to include all the LEDs for it. All right, so we're gonna go through and cover that process Thanks so much